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Crew

From Official Unnamed Space Idle Wiki
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The Crew screen

Crew is one of the systems in Unnamed Space Idle, unlocked on reaching sector 51. Here players can print Crew that will give various bonuses to the resource gains.

There are currently 8 available Crew in the game: Energy Technician, Cyber Specialist, Researcher, Materials Engineer, Logistics Manager, Xeno Phenomenologist, Industrial Engineer, Reconstruction Specialist. Each Crew is focused on two specific stats, each with separate bonuses.

Active Crew gets crew XP for each defeated enemy, and higher Sectors grant more of it. XP is accumulated in the stat that is currently active to level it up (this can be switched at any time for free). As Crew stat grows, at certain milestones they increase in rank and get points to assign to Crew skills for bonuses. This will give player multipliers for different game mechanics and like other game systems, will eventually allow to push for higher sectors with more dangerous enemies.

With higher stat levels the XP requirements exponentially increase too. Typically requirement growth is 1.17x for the primary stat and 1.43x for secondary stat. However, to offset this, the next time they are printed, the highest-reached level counts towards an exponential XP bonus, 5% more per level compounding, allowing the crew to quickly clear the lower stat levels. However, Crew are created ("printed") from biosleeves to make them active. More biosleeves are given over time and at the start of a Prestige run. This makes biosleeves a resource which limits the amount of times that crew can be reset (such as to increase their XP bonuses).

Crew stats, ranks and skills are reset when retired, but thankfully it is easy to catch up to the old ranking state thanks to the XP bonus.

You might want to check Crew and Mastery Points Guide for overall guidance and Mastery points distribution.

Ranks[edit | edit source]

Rank increases are set at certain stat levels with a certain nonlinear formula (something like 1, 3, 6, 10 etc. with increasing gaps - exact numbers need to be documented).

Crew skills are divided into 3 tiers, each requiring a certain amount spent before going to the next tier. Most skills have a maximum of 50 points spent. Some skills come with tradeoffs that encourage focusing on certain systems or stats while that crew is printed.

Crew Members[edit | edit source]

  • Energy Technician
    • Engineering/Accumen stats
    • 10 XP / 20 XP for first level
    • Reactor bonuses (Void Power generation and maximum), including Coordinated power from all crew combined Engineering stats.
    • Alternatively a Research bonus
    • Base Assisted Reactor - increases VP generation and maximum at the cost of base multiplier.
  • Cyber Specialist
    • Unlocked at 5 total rank
    • Proficiency/Ingenuity stats
    • 40 XP for first primary stat level
    • Computing speed bonuses, including Coordinated Compute
    • Alternatively, Synth bonus.
    • Salvage redirection - increases compute level caps but reduces salvage to 0.01x.
  • Researcher
    • Unlocked at 15 total rank
    • Acumen/Ingenuity stats
    • 640 XP for first primary stat level
    • Research speed bonuses
    • Alternatively, Warp Charge bonuses.
    • No special skill; one specialization for each type of research instead
  • Materials Engineer
    • Unlocked at 30 total rank
    • Ingenuity/Engineering stats
    • 6400 XP for first primary stat level
    • Synth speed bonuses
    • Alternatively, reactor bonuses.
    • Warp core siphoning - doubles synth XP and synth output, but reduces warp core charge to 0.33x.
  • Logistics Manager
    • Proficiency/Engineering stats
    • 1e5 XP for first primary stat level
    • Salvage gain bonus including Coordinated Resources (both salvage/void matter)
    • Alternatively, base bonuses.
    • Compute Recovery Algorithms - 10x salvage gain but compute reduced to to 0.10x.
  • Xeno Phenomenologist
    • Ingenuity/Acumen stats
    • 1e8 XP for first primary stat level
    • Warp Core bonuses from Crewmember's current stat level total
    • Coordinated V-device shard gain bonus from Ingenuity
    • Alternatively, crew XP bonuses from Acumen.
    • Creative Shard Utilization - V-device shard drop and link increases, but synth speed reduced to 0.1x.
  • Industrial Engineer
    • Engineering/Proficiency stats
    • 4e12 XP for first primary stat level
    • Base component production bonus from Crewmember's current stat level total
    • Coordinated Base non component production bonus from Engineering
    • Alternatively, compute bonuses from Proficiency.
    • No special skill; one 1 non component output and 1 component output skill.
  • Reconstitution Specalist
    • Acumen/Proficiency stats
    • 8e20 XP for first primary stat level
    • Engineering/Acumen/Proficiency/Ingenuity bonuses from Crewmember's current stat level total
    • Coordinated All crew XP bonus from Acumen
    • Alternatively, resource(salvage and void matter) bonuses from Proficiency.
    • Advanced Sleeve Generation - Sleeve Generation Speed bonus based on current Rank.

Crew Milestones[edit | edit source]

There are five categories; one for total rank, and one for each of the four stats. Milestones are unlocked based on the highest-reached value, regardless of whether the crew is currently active or not.

Common rewards are bonus multipliers such as new crew type unlocks, biosleeve capacity, Battle Coordination, extra crew XP gains, or a few extra rank points. Particularly important are the major "Savant" upgrades.

Engineering stat totals also grant Reactor and Base multipliers. Acumen increases Research and All Crew XP (across all of the four stats). Proficiency grants Compute and Salvage multipliers. Ingenuity grants Synth and Warp Essence Gain multipliers.

Crew Mastery[edit | edit source]

Hover for details.

Sleeve Storage MasteryStarting Bio Sleeves +3
Cost: 1
Sleeve Generation MasteryBio Sleeve Generation Speed x2
Cost: 1
Engineering MasteryEngineering XP Gain Multiplier x30
Cost: 1
Acumen MasteryAcumen XP Gain Multiplier x30
Cost: 1
Proficiency MasteryProficiency XP Gain Multiplier x30
Cost: 1
Ingenuity MasteryIngenuity XP Gain Multiplier x30
Cost: 1
Resource MasterySalvage Amount Multiplier x40
Void Matter Drop Amount x20
Cost: 1
Module MasteryActive Module Slots +1
Cost: 1


Crew Max MasteryMaximum Active Crew +1
Cost: 2
Compute MasteryCompute Power x20
Compute Speed x10
Compute Levels Gained x1.5
Cost: 2
Synth MasterySynth Speed x5
Cost: 2
Shard Link MasteryMax Shard Links +1
Cost: 2
Reactor MasteryMax Void Power x50
Void Power Generation x50
Cost: 2
Research MasteryFocused research now applies to all research and all unbounds are selected
Bonus to Research x10
Cost: 2
Base MasteryBase 1-4 Production Multiplier x10
Cost: 2
Warp MasteryWarp Essence Gain Multiplier x5
Warp Cores +4
Cost: 2

Mastery Page 2[edit | edit source]

The second page of mastery upgrades is unlocked after getting every upgrade on page 1. Using a crew mastery respec consumable doesn't make it possible to buy page 2 mastery upgrades without maxing page 1.

Major Spoilers for ~R3+ (click here to dismiss)

Hover for details.

Rank Delay MasteryRank Scaling Delay +3
Cost: 1
Engineering Level Delay MasteryEngineering Stat Scaling Delay +25
Cost: 1
Acumen Level Delay MasteryAcumen Stat Scaling Delay +25
Cost: 1
Proficiency Level Delay MasteryProficiency Stat Scaling Delay +25
Cost: 1
Ingenuity Level Delay MasteryIngenuity Stat Scaling Delay +25
Cost: 1
Primary Stat Level Delay MasteryPrimary Stat Scaling Delay +25
Cost: 1
Secondary Stat Level Delay MasterySecondary Stat Scaling Delay +15
Cost: 1
Module MasteryActive Module Slots +1
Cost: 1


Crew Max MasteryMaximum Active Crew +1
Cost: 2
Compute Spec MasteryCompute Tiers per Spec Point -2
Cost: 2
Synth MasterySynth Speed x5
Cost: 2
Fixture MasteryFixture Creation Speed x4
Cost: 2
Overdrive MasteryMax Overdrives Charging +1
Cost: 2
Research Datacore MasteryData Core Exponent +1
Cost: 2
Base MasteryBase 1-4 Production Multiplier x50
Base 5 Production Multiplier x20
Cost: 2
Shard Link MasteryMax Shard Links +1
Cost: 2

Mastery Page 3[edit | edit source]

The third page of mastery upgrades is unlocked after getting every upgrade on page 2. Using a crew mastery respec consumable doesn't make it possible to buy the page 3 mastery upgrade without maxing page 2.

Major Spoilers for R5+ (click here to dismiss)

Crew SupremacyActivates and maxes out all crew members
Maximum Active Crew +2
Crew Skill +2.5
Cost: 16

Splicing[edit | edit source]

Major Spoilers for Galaxy 5+ (click here to dismiss)

Splicing is a mechanic unlocked in Galaxy 5. It is a permanent upgrade to the Crew system, similar to the massive warp drive, overdrives, or fighter compute.

Aspects

Crew can be spliced with aspects of the alien specimen.
Spliced Researcher Crew.png

A spliced crew member gains mastery each time an enemy capital ship is killed. You select one of the active aspects, or discipline, to receive the mastery. Discipline can only level up. Aspects level up, gain acclimation, and at certain levels give rank points to spend on skills.

Aspect acclimation grows faster the higher your aspect level.

Corruption

Each aspect gives the crew member up to (aspect level - acclimation level) corruption. Each level of discipline subtracts one corruption from this total. Then, if the remaining corruption reaches the crew member's corruption cap, selecting alien aspects will no longer gain mastery. You must select discipline, or cleanse the crew member.

Adaptations

Spliced Researcher Adaptations.png

When you cleanse a crew member, they become inactive and do not earn mastery. Aspect and discipline levels are reset to 0. Instead, they earn adaptations. Adaptation speed scales with total acclimation levels from all that crew member's aspects.

Rank Points

Rank points from aspect ranks can be spent on skills. Aspect skills scale with aspect level or corruption. Discipline skills scale with discipline, and are divided by corruption.

Upgrades

Splicing Upgrades.png
On the upgrades tab, you can buy permanent upgrades by reaching increasing amounts of total corruption and humanity across all active crew. Humanity is (discipline - corruption), which is the same as the negative of corruption.

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